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Bug Editor keeps crashing constantly

Discussion in 'Editor & General Support' started by nehvaleem, Apr 2, 2023.

  1. nehvaleem

    nehvaleem

    Joined:
    Dec 13, 2012
    Posts:
    320
    I am using 2022.2.13f (but this is happening from 2022.2.10f1) and the editor crashes every couple of minutes making it impossible to work on my project.

    In the editor logs there only:

    Code (csharp):
    1. [Worker0] Start importing Assets/Shadow of the Road/Characters/Toshiro/Toshiro.asset using Guid(998291ffbeb4cbf46a438ebd9e3ce4c0) Importer(815301076,1909f56bfc062723c751e8b465ee728b)
    2. [Worker0]  -> (artifact id: '4253f25abb21033001ab53fc1fc239a1') in 11.616560 seconds
    3. d3d11: EndWrite on null buffer
    4. d3d11: EndWrite on null buffer
    5. d3d11: EndWrite on null buffer
    6. d3d11: EndWrite on null buffer
    7. d3d11: EndWrite on null buffer
    8. d3d11: EndWrite on null buffer
    9. d3d11: EndWrite on null buffer
    10. d3d11: EndWrite on null buffer
    11. d3d11: EndWrite on null buffer
    12. d3d11: EndWrite on null buffer
    13. d3d11: EndWrite on null buffer
    14. d3d11: EndWrite on null buffer
    15. Asset Pipeline Refresh (id=3e39a1c644e73e341904b57055f40dfe): Total: 0.036 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    16. Crash!!!
    or

    Code (csharp):
    1. Asset Pipeline Refresh (id=740499a3beda6cf4eb672d547d4aa5f8): Total: 0.028 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    2. Crash!!!
    I doubt that it would crash on an empty project, but I won't be able to upload my project along with the bug report. Is there any way to narrow down or identify the cause?

    I am on windows 10 & 11, using RTX 3080ti or 1660 Super. I also have the latest GPU drivers installed.

    I've tried with parallel import enabled and disabled in the project editor settings. There is no difference.

    I really need some help as it is not possible to use an engine that crashes every 5 minutes.
     
    Last edited: Apr 2, 2023
    thecoch and LightYarn like this.
  2. LightYarn

    LightYarn

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    Nov 18, 2012
    Posts:
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    I'm having the exact same issue here with different versions of Unity from 2202.2.10 all the way to 2022.2.13
    • RTX 2070 Super
    • Windows 11
    • Latest driver
    I will try 2022.2.14 as this version was released this night. Lets hope for the best

    UPDATE: Nope, just crashed again with 2022.2.14
     
    Last edited: Apr 7, 2023
    thecoch likes this.
  3. nehvaleem

    nehvaleem

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    Have you wiped the library after the engine update? It seems that it mitigated the issue at least in my case. It is still bad, but not as bad as before.
     
  4. LightYarn

    LightYarn

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    I tried that before but after a day or two the crashes came back.

    What might help, is to set the Rendering API from Auto to something that does not have D3D11 in the first place. I am currently using D3D12 + D3D11 as version 11 in second place. So the editor is using 12 and did not crash at all until now.
     
  5. LightYarn

    LightYarn

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    Keeps crashing and DX12 is not working

    @nehvaleem are you using the 3rd party plugin "Bakery" btw?
     
  6. nehvaleem

    nehvaleem

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    Nope, not in this project.
     
  7. LightYarn

    LightYarn

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    Nov 18, 2012
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    Hm was thinking its related to this :/

    I updated to .17 but don't think this is fixed yet
     
  8. MikeHergaarden

    MikeHergaarden

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    Mar 9, 2008
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    1,023
    Same issue in our team, for 4+ desktops.
     
  9. Mockarutan

    Mockarutan

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    May 22, 2011
    Posts:
    147
    Same here, 2022.2.19. Ryzen 5 3600, GTX 3070.
    For me it almost only happen when I work with UI in the editor.

    Any updates?
     
  10. richardkettlewell

    richardkettlewell

    Unity Technologies

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    Sep 9, 2015
    Posts:
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    I can’t see any mention of bug reports in the thread, though i may have missed them, or they may simply not have been mentioned.

    But, if you have submitted one, let me know the case number, and if you have not, please submit one if you can! Thanks all!
     
  11. AcidArrow

    AcidArrow

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    QA does nothing with bug reports that don’t instantly repro, and the people here don't seem to have the crashes narrowed down to straightforward reproducible steps.

    Asking them to submit bug reports without super clear repro is asking them to waste their time.
     
    Last edited: May 15, 2023
    sandbaydev, LightYarn and nehvaleem like this.
  12. LightYarn

    LightYarn

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    Nov 18, 2012
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    Unfortunately that is exactly what happend to my bug report. One day after my submission I just got an e-mail, asking me about my experience with this issue, because "investigating my bug report was just finished". Never heard about it again.

    The only really reoccurring thing is the
    Code (CSharp):
    1. d3d11: EndWrite on null buffer
    2. d3d11: EndWrite on null buffer
    3. d3d11: EndWrite on null buffer
    4. d3d11: EndWrite on null buffer
    5. d3d11: EndWrite on null buffer
    6. ....
    flood right before the crash. The crash itself is not consistently reproducible. I think I can narrow it down on two things:
    1. Coming back to the editor (regaining focus) after a longer time
    2. Almost after every light-bake. Which also somehow is a regain-focus thing because baking light takes some time
    But it also happens when you are just working inside Unity. As I said, not really reproducible
     
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  13. AcidArrow

    AcidArrow

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    Of course that's what happened. The purpose of QA is for both users and developers to feel like there is a system through which progress can be made while nothing is actually done apart from busywork.

    I think the community should start translating "Please submit a bug report" to the actual meaning the systems in place at Unity give to that phrase, which is "Please go F*** yourself"
     
  14. nehvaleem

    nehvaleem

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    It looks like I wrote this message, lol :D

    I think that regaining focus is an important factor. In my case - working with uGui often leads to a crash. It is really tough to work that way.
     
  15. sandbaydev

    sandbaydev

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    Aug 9, 2013
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    I too have something similar ("Calling EndWrite before BeginWrite") happening almost every day on 2022.2.18.

    There's no way to "start empty project and give steps to reproduce".

    The real problem is that this type of error messages have no stack trace or no information about what's causing it. Apparently this error has been there since 2021.3.25 but piling new features above other features makes this really shaky. Something obviously causing it (who knows if it's the prefab system or some missing script whatever) but there is zero way to debug this by ourselves.
     
    LightYarn likes this.
  16. LightYarn

    LightYarn

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    Nov 18, 2012
    Posts:
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    I have an update to this: Today with version 2022.2.20 I got a traceable exception right before the crash for the first time. Hope it helps to find a fix:

    Code (CSharp):
    1. ArgumentNullException: Value cannot be null.
    2. Parameter name: value
    3.   at (wrapper managed-to-native) UnityEngine.MaterialPropertyBlock.SetTextureImpl(UnityEngine.MaterialPropertyBlock,int,UnityEngine.Texture)
    4.   at UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) [0x00001] in <7ab1866afe2743b3ab3c564ec1223b70>:0
    5.   at UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) [0x00012] in .\Library\PackageCache\com.unity.render-pipelines.core@14.0.7\Runtime\Utilities\Blitter.cs:243
    6.   at UnityEngine.Rendering.Universal.Internal.CopyDepthPass.ExecutePass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.Internal.CopyDepthPass+PassData passData, UnityEngine.Rendering.CommandBuffer& cmd, UnityEngine.Rendering.Universal.CameraData& cameraData, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination) [0x002da] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\Passes\CopyDepthPass.cs:186
    7.   at UnityEngine.Rendering.Universal.Internal.CopyDepthPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00061] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\Passes\CopyDepthPass.cs:103
    8.   at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x000ba] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1484
    9.   at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) [0x00033] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1440
    10.   at UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x0027c] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\ScriptableRenderer.cs:1216
    11.   at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) [0x001e9] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:651
    12.   at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) [0x00058] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:534
    13.   at UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) [0x00150] in .\Library\PackageCache\com.unity.render-pipelines.universal@14.0.7\Runtime\UniversalRenderPipeline.cs:376
    14.   at UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) [0x0001c] in <7ab1866afe2743b3ab3c564ec1223b70>:0
    15.   at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) [0x00047] in <7ab1866afe2743b3ab3c564ec1223b70>:0
    16. UnityEditor.Handles:Internal_DrawCameraWithFilter(Camera, DrawCameraMode, Boolean, Boolean, GameObject[])
    17. UnityEditor.Handles:DrawCameraImpl(Rect, Camera, DrawCameraMode, Boolean, DrawGridParameters, Boolean, Boolean, Boolean, GameObject[])
    18. UnityEditor.Handles:DrawCamera(Rect, Camera, DrawCameraMode, Boolean)
    19. UnityEditor.SceneView:RenderFilteredScene(Rect)
    20. UnityEditor.SceneView:DoDrawCamera(Rect, Rect, Boolean&)
    21. UnityEditor.SceneView:DoOnGUI()
    22. UnityEditor.SceneView:OnSceneGUI()
    23. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
    24. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
    25. UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint()
    26. UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh(DrawParams, Single, Exception&)
    27. UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain(RenderChainCommand, Material, Material, Texture, Texture, Single, NativeSlice`1, NativeSlice`1, MaterialPropertyBlock, Boolean, Exception&)
    28. UnityEngine.UIElements.UIR.RenderChain:Render()
    29. UnityEngine.UIElements.UIRRepaintUpdater:Update()
    30. UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase(VisualTreeUpdatePhase)
    31. UnityEngine.UIElements.Panel:UpdateForRepaint()
    32. UnityEngine.UIElements.Panel:Repaint(Event)
    33. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel)
    34. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
    35. UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
    36. UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
    37. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    38.  
    39. (Filename: ./Library/PackageCache/com.unity.render-pipelines.core@14.0.7/Runtime/Utilities/Blitter.cs Line: 243)
    40.  
    41. d3d11: EndWrite on null buffer
    42. Crash!!!
     
    Frojo and RaventurnPatrick like this.
  17. sandbaydev

    sandbaydev

    Joined:
    Aug 9, 2013
    Posts:
    92
    LightYarn and Kurt-Dekker like this.
  18. LightYarn

    LightYarn

    Joined:
    Nov 18, 2012
    Posts:
    70
    Still searching for similarities here and @sandbaydev gave me an idea: Are you guys using Odin by any chance? Maybe, if we all have this in common, this is a starting point.
     
  19. nehvaleem

    nehvaleem

    Joined:
    Dec 13, 2012
    Posts:
    320
    I am using Odin 2.x
     
  20. nehvaleem

    nehvaleem

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    Dec 13, 2012
    Posts:
    320
    I don't know if it is a viable solution, but maybe it will work in the short term. I have noticed that if I switch the editor to the DX12 version the crashes are a lot less frequent.
     
  21. RaventurnPatrick

    RaventurnPatrick

    Joined:
    Aug 9, 2011
    Posts:
    127
    I can confirm the latest 2021LTS crashes constantly even after wiping the Library folder. It seems to be related with showing an inspector, but we are not using Odin.
     
  22. greg-harding

    greg-harding

    Joined:
    Apr 11, 2013
    Posts:
    515
  23. RaventurnPatrick

    RaventurnPatrick

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    Aug 9, 2011
    Posts:
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    The crash stack trace is as follow:

    Code (CSharp):
    1.  
    2. 0x00007FFEBC00587B (d3d11) CreateDirect3D11SurfaceFromDXGISurface
    3. 0x00007FF75C9F56B2 (Unity) BufferD3D11::EndWrite
    4. 0x00007FF75C9E8BF3 (Unity) GfxDeviceD3D11Base::EndBufferWrite
    5. 0x00007FF75C7AF3AF (Unity) GeometryJobTasks::PutGeometryJobTaskInternal
    6. 0x00007FF75C7AF351 (Unity) GeometryJobTasks::PutGeometryJobTask
    7. 0x00007FF75C7ADF91 (Unity) GeometryJobTasks::EndFrame
    8. 0x00007FF75E04A31F (Unity) GfxDeviceWorker::RunCommand
    9. 0x00007FF75E0548BB (Unity) GfxDeviceWorker::RunExt
    10. 0x00007FF75E0549D8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    11. 0x00007FF75C6F97D7 (Unity) Thread::RunThreadWrapper
    12. 0x00007FFEC38426AD (KERNEL32) BaseThreadInitThunk
    13. 0x00007FFEC4CAA9F8 (ntdll) RtlUserThreadStart
    14.  
    15. ========== END OF STACKTRACE ===========
    16.  
    17. A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
    18. * C:/Users/schwa/AppData/Local/Temp/Unity/Editor/Crashes
     
    HunterAhlquist likes this.
  24. HunterAhlquist

    HunterAhlquist

    Joined:
    Oct 6, 2013
    Posts:
    112
    Dude same problem, happens like 3 times a day for me. Not looking forward to uploading my 5gb project.

    Since it seems DirectX related, I'm going to switch to Vulkan for a bit to see if it stops.
     
  25. unity_s1eLlKWU4oGl7g

    unity_s1eLlKWU4oGl7g

    Joined:
    Dec 18, 2020
    Posts:
    1
    I'm encountering the same problem, even the newest 2022.3.0f1 did not fixed the issue. I'm still working with 2022.2.5f1, which is stable for me. It happens randomly but will crash eventually after some minutes, e.g. on opening a prefab, just focus the window, selecting something. And also the error
    d3d11: EndWrite on null buffer
    in the Editor.log. I'm not using any editor plugins like Odin, just raw Unity.
     
    RaventurnPatrick likes this.
  26. RaventurnPatrick

    RaventurnPatrick

    Joined:
    Aug 9, 2011
    Posts:
    127
    It's crazy that a major bug like this can make it in an LTS Release so late in the release cycle.
    Also the fact that unity wants a bug report with repro-steps even though it's a bug that basically everyone is encountering on Windows.
     
  27. nehvaleem

    nehvaleem

    Joined:
    Dec 13, 2012
    Posts:
    320
    yeah, but I am afraid it isn't easily reproducible. I wasn't able to reproduce it on an empty or sample project.
     
    RaventurnPatrick likes this.
  28. arachnidLeo

    arachnidLeo

    Joined:
    Nov 22, 2012
    Posts:
    11
    Yep same thing here. Ever since upgrading my project to 2022, it crashes all the time - probably about 10 times a day. It will even crash when I'm not doing anything.
    I wonder if Unity even has a QA team anymore or if they are just releasing untested software.
     
  29. HunterAhlquist

    HunterAhlquist

    Joined:
    Oct 6, 2013
    Posts:
    112
    looks like Vulkan doesn't seem to make a difference.
    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FF7B93CE91A (Unity) GfxVersionList::Impl::GetVersion
    4. 0x00007FF7B973DB92 (Unity) vk::DataBuffer::EndWrite
    5. 0x00007FF7B97553CA (Unity) GfxDeviceVKBase::EndBufferWrite
    6. 0x00007FF7B93CF396 (Unity) GeometryJobTasks::PutGeometryJobTaskInternal
    7. 0x00007FF7B93CF351 (Unity) GeometryJobTasks::PutGeometryJobTask
    8. 0x00007FF7B93CDF91 (Unity) GeometryJobTasks::EndFrame
    9. 0x00007FF7BAC6A31F (Unity) GfxDeviceWorker::RunCommand
    10. 0x00007FF7BAC748BB (Unity) GfxDeviceWorker::RunExt
    11. 0x00007FF7BAC749D8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    12. 0x00007FF7B93197D7 (Unity) Thread::RunThreadWrapper
    13. 0x00007FFD878D26AD (KERNEL32) BaseThreadInitThunk
    14. 0x00007FFD8848A9F8 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
     
  30. Frojo

    Frojo

    Joined:
    Jan 24, 2015
    Posts:
    3
    I have the same crash. For me it started with 2021.3.25f I believe (+- one minor) so I bumped up to 2022.3.0f but that made no difference. I'm using Odin.

    Edit: also getting absolutely spammed with error "EditorCoroutine handle is null." since upgrading to 2022
     
    Last edited: Jun 4, 2023 at 3:14 PM
  31. c0nd3v

    c0nd3v

    Joined:
    May 8, 2019
    Posts:
    27
    Same problem here. Unity 2022.3.0f1

    Code (CSharp):
    1. ========== OUTPUTTING STACK TRACE ==================
    2.  
    3. 0x00007FFD1AE9587B (d3d11) CreateDirect3D11SurfaceFromDXGISurface
    4. 0x00007FF6602672F6 (Unity) BufferD3D11::EndWrite
    5. 0x00007FF66025A353 (Unity) GfxDeviceD3D11Base::EndBufferWrite
    6. 0x00007FF66001064F (Unity) GeometryJobTasks::PutGeometryJobTaskInternal
    7. 0x00007FF6600105E7 (Unity) GeometryJobTasks::PutGeometryJobTask
    8. 0x00007FF66000D161 (Unity) GeometryJobTasks::EndFrame
    9. 0x00007FF66190DE12 (Unity) GfxDeviceWorker::RunCommand
    10. 0x00007FF661919A9B (Unity) GfxDeviceWorker::RunExt
    11. 0x00007FF661919BB8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    12. 0x00007FF65FF4D817 (Unity) Thread::RunThreadWrapper
    13. 0x00007FFD209C26AD (KERNEL32) BaseThreadInitThunk
    14. 0x00007FFD21DAA9F8 (ntdll) RtlUserThreadStart
    15.  
    16. ========== END OF STACKTRACE ===========
     
  32. c0nd3v

    c0nd3v

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    May 8, 2019
    Posts:
    27
  33. c0nd3v

    c0nd3v

    Joined:
    May 8, 2019
    Posts:
    27
    upload_2023-6-4_21-10-51.png

    Doing this fixed it for me. Haven't crash yet all day. Although I would still like to see a fix for this in DX11, as per my post above.
     
  34. LightYarn

    LightYarn

    Joined:
    Nov 18, 2012
    Posts:
    70
    Yes, using DX12 is currently my only workaround to be able to finish light baking. Unfortunately switching to DX12 completely brakes my game-mode.
     
  35. thecoch

    thecoch

    Joined:
    May 14, 2017
    Posts:
    15
    my unity editor keeps crashing every day...every hour! 2021.3.26f1 2022.3.0f1 2023.1.0b17
    it has been like this for month, very crash report is the same.

    Code (CSharp):
    1.  
    2. ========== OUTPUTTING STACK TRACE ==================
    3. d3d11: EndWrite on null buffer
    4. d3d11: EndWrite on null buffer
    5. d3d11: EndWrite on null buffer
    6. d3d11: EndWrite on null buffer
    7. d3d11: EndWrite on null buffer
    8. d3d11: EndWrite on null buffer
    9. d3d11: EndWrite on null buffer
    10. d3d11: EndWrite on null buffer
    11. d3d11: EndWrite on null buffer
    12. d3d11: EndWrite on null buffer
    13. d3d11: EndWrite on null buffer
    14. d3d11: EndWrite on null buffer
    15. d3d11: EndWrite on null buffer
    16. d3d11: EndWrite on null buffer
    17. d3d11: EndWrite on null buffer
    18. d3d11: EndWrite on null buffer
    19. d3d11: EndWrite on null buffer
    20. Crash!!!
    21.  
    22.  
    23. 0x00007FFB3E37488B (d3d11) CreateDirect3D11SurfaceFromDXGISurface
    24. 0x00007FF605674652 (Unity) BufferD3D11::EndWrite
    25. 0x00007FF605667B93 (Unity) GfxDeviceD3D11Base::EndBufferWrite
    26. 0x00007FF60542E97F (Unity) GeometryJobTasks::PutGeometryJobTaskInternal
    27. 0x00007FF60542E921 (Unity) GeometryJobTasks::PutGeometryJobTask
    28. 0x00007FF60542D561 (Unity) GeometryJobTasks::EndFrame
    29. 0x00007FF606CC92DF (Unity) GfxDeviceWorker::RunCommand
    30. 0x00007FF606CD386B (Unity) GfxDeviceWorker::RunExt
    31. 0x00007FF606CD3988 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    32. 0x00007FF605378DA7 (Unity) Thread::RunThreadWrapper
    33. 0x00007FFB4A8355A0 (KERNEL32) BaseThreadInitThunk
    34. 0x00007FFB4B42485B (ntdll) RtlUserThreadStart
    35.  
    36. ========== END OF STACKTRACE ===========